using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class LevelDef { public int levelCount; [Tooltip("Section")] [Space] public int sectionCount; public int maxSectionYPerLevel = 1; [Tooltip("Random Difficluty Pool")] public List randomDiffPool; [Tooltip("Atlernate Random Difficluty Pool (leave empty to not use)")] public List randomDiffPoolAlt; [Space] [Tooltip("Forced section : the final one will always be added")] public List
forcedSections; }